Weaponsmith Archive
Thread: What is an 11 point weaponsmith?
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wadabi
Mon Jun 28, 2004 8:43 pm
#1
Not really sure what the 11 points means....has something to do with skill mods right?
LeGoLaS_EcHeLoN
Mon Jun 28, 2004 8:44 pm
#2
Regular Weaponsmiths with no-added mods get 10 experimentation points. 11 point weaponsmiths get 1 extra point to use.
Ragnash
Mon Jun 28, 2004 8:51 pm
#3
An 11 or 12 point weaponsmith has tapes that add to Weapon Experimentation. For every +10 points of Experimentation you have will add +1 point to your experimentation. IE if you have a +4 tape and a +6 tape they will add +10 points to "my skill mods" Weapon Experimentation. Which will add +1 point when you experiment on a weapon or component.
wadabi
Mon Jun 28, 2004 9:00 pm
#4
Oh yah...k I got it. So 12 point is the highest possible correct? And just a +3 tape really does nothing....
Wargfang
Mon Jun 28, 2004 9:15 pm
#5
a +3 tape would make me an 11 point weaponsmith...pls be on Flurry and want money !!
The tape is very valuable and combined with a bandolier (pesky backpack replacing item) and a couple of other small tapes will bless you with an extra bubble of experimentation...which is very nice to have, especially when making components or survivng a moderate on a krayted hand made item etc.
Be Well, Bob'the Builder
Wookinpanub
Tue Jun 29, 2004 4:29 pm
#6
A +3 tape, by itself, won't help at all. With other tapes equalling +10 or more, you'll get another +1 experimentation point. However, if you wanna sell that tape, you could get a couple of million credits for it. At least on my server.
droid327
Tue Jun 29, 2004 9:27 pm
#7
Do racial bonuses stack on top of or with SEAs? Mon Cals, IIRC, get an innate +10 experiment, so can they be 13pt WSs or just 12 points with half as many SEAs?
Clem_Koose
Wed Jun 30, 2004 6:43 am
#9
Wayne76 wrote:
Mon Cal get +10 Assembly, not experimentation.
So do Rodians.
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